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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3661 | |
Rear Admiral
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#3662 |
Mate
![]() Join Date: May 2006
Location: The Land of 10,000 Lakes
Posts: 60
Downloads: 12
Uploads: 0
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Hello sir! Now before I say anything else I REALLY really don't want to come across as an ungrateful wretch, cause I'm not. I love this game to death, I love your mod even MORE, and I mean...well I'm at a loss for words. SHIV, Trigger Maru, they MAKE me want to get out there on a submarine! Navy time! And then I think about it and I decide maybe it's best to keep that more of a um, vicarious experience for now
![]() SO! Anywho. I'm more frustrated with SHIV really. It's that same buggy base of a game, ah well. This particular deck gun switcheroo does NOT seem TMO related as far as I can tell. I haven't had a single problem since I installed TMO 2.5, outside of the weird stock bugs. I mean the game runs leaps and bounds better WITH Trigger Maru enabled, so eh. It just seemed like such a colossal mixup, one that YOU addressed directly with your modifications, that I thought SHIV was just havin it's way with me again. Now that you bring it up, maybe it's not a 100% clean install. Well, I installed SHIV clean enough, but then I tried out RSRDC. I disabled that after a bit (all using JSGME) and started a new campaign and wiped the slate clean a bit, but I dunno, maybe lingering values from RSRDC? I MIGHT already know the answer to this but I'll ask anyway-- If I disable TMO 2.5 with JSGME and re-enable it again, will my current career survive? I'm in port currently, if that helps. In any case, I'll do some more reading and tinkering and see what happens. *Also out of curiosity, if I've messed up the files somehow, what file might I take a peek at to restrict the Gar and Tambor boats to stern guns only? IF you know off the top of your head. Thanks again sir ![]()
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U-36, "Cutlass"-- Stealing from the Brits and giving to Davy Jones since 1939. |
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#3663 | |
Stowaway
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I used JSGME to remove all MODs from a TMO 2.1 version. I then installed TMO 2.5 from what was left, hopefully, a clean SHIV 1.5. I then added MODs as follows; 3000 Yard Bearing Tool (1280x) Bigger Better Protractors Map Colour Scheme 3 MaxOptics IV for TMO_2 TGT AOB TO PK FIX - TMO Convoy Routes TMO 2.0 TDW_Ship_Plane_Fire_Damage_v1_3_SH4 Splash_effect_DC_bombs_bullets_shells_1.0_for_TMO2 TMO Easier AI for TMO2.5 I made my own version of the TMO Easier AI for TMO (named it "for TMO 2.5") MOD by removing AI_Visual_Sensors.dat, since your 2.5 already "eased" the visual sensors. I tried to fix my campaign as The Beast suggested but couldn't do it so I abandoned that career and started another from June '42. This issue with the gun is the only "problem" I've encountered and that has not diminished my high regard for your MOD. My posting was only to share what happened and in no way to be critical of your work. Perhaps someone will find an explaintion. |
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#3664 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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Greetings; I've been on a SH hiatus for some time. Haven't played since tmo 1.9 but figgured it's maybe time to reinstall and give a go with the fleetboats. So can anyone point me to a version of MaxOptics that will be compatible with tmo 2.5?
Thank you.
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#3665 |
Stowaway
Posts: n/a
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MaxOptics IV for TMO_2 in the Downloads.
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#3666 |
Nub
![]() Join Date: Dec 2011
Posts: 3
Downloads: 33
Uploads: 0
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I'm having a CTD after flipping through the first few pages of the Japanese recognition manual. It's a 100% failure rate so far. I'm going to try a few things, but does anyone have any ideas?
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#3667 | |
The Old Man
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The Recognition manual list ships in desending order. What ship is displayed just prior to CTD? Now go to data\Sea folders and locate the folder for the last ship that displayed correctly. The next ship folder that is in the Japan Roster is location to check for bad recognition manual texture. Also, what is your system specs? OS - 32bit/64bit System RAM Last edited by TheBeast; 01-15-12 at 02:53 AM. |
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#3668 | |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
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That will let you install a "clean" installation of SH4. Anything else, can be probmatic, as you don't know what may happen, so just bare that in mind when playing the game he way you have it set up.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3669 |
Rear Admiral
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I just keep a clean data folder saved and use it when I load a updated supermod.
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#3670 | |
Nub
![]() Join Date: Dec 2011
Posts: 3
Downloads: 33
Uploads: 0
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I'm running Win 7 64 bit 4 GB RAM |
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#3671 |
Mate
![]() Join Date: May 2006
Location: The Land of 10,000 Lakes
Posts: 60
Downloads: 12
Uploads: 0
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SOOOO all you TMO cap'n crunchers, I've got a bit of an update on my deck gun problem.
After MUCH searching the forums and foolin around in the files I discovered how to fix a random "Conning Tower Upgrade equipment switcheroo" bug. Yes that's what I'm calling it ![]() ![]() SO! To the other guy having a similar equipment problem with the conning tower upgrade. You've got to go into the ActiveUserPlayerUnits.upc file in your SaveGame data folder and do some work. Make sure it's your most current savegame file. Now, I went into a couple other DIFFERENT files to get some other info, but all the "fixing" is done in this particular file. Basically, you're gonna equip and unequip your modules from this file. Make sure you're in port too, I think that's key. Edit-- This only deals with the deck gun, as that one's probably the hardest to get working right. With the OTHER equipment like radar, I found that buying it back again is easy and definitely works. You CAN also add your lost equipment using a similar method as this, PM me for details though. Long enough post as it is haha Use the Find function by searching for the first line of this entry or probably just SternDeckGun to locate this block of text: Code:
[UserPlayerUnit 1.Compartment 8.WeaponSlot 1] ID=SternDeckGun NameDisplayable=Aft Deck Gun Mount Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkBunker=GunsAmmoBunker ExternalNodeName3D=M02 ExternalObjectName3D=NULL ExternalDamageZoneTypeID3D=-1 IDLinkWeaponLoaded=5in51calUS, NULL ![]() Now that you've replaced that NULL, you need to create a new entry after this one. For the 51 cal, it's this one. Otherwise, you can find all these entries in a separate file in the SH4 data-- the name escapes me at the moment. Following entry: Code:
[UserPlayerUnit 1.Compartment 8.WeaponSlot 1.Weapon] ID=5in51calUS NameDisplayable=5"/51 Caliber Cannon WeaponInterval=1900-01-01, 1999-12-31 WeaponSlotType=NULL AmmoTypesAccepted=5inHEUS,5inAAUS AmmoTypeLoaded=NULL AmmoMagazineSize=1 AmmoMagazineRemaining=0 WeaponCrewMembersSlots=7 ExternalLinkName3D=5_51_soclu FunctionalType=WpCannon Hitpoints=100.000000 EfficiencyHumanFactor=0.000000 EfficiencyMechanicFactor=1.000000 Efficiency=0.000000 Damage=0.000000 DamageHitpointsConsumed=0.000000 RemainingRepairTime=0000-00-00 00:00:00 DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1,0.3,0.244003 DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,14.608 After THIS, scroll down a bit to find the crew member listings with the "AdditionalRepository" business. For whichever deck gun you're trying to equip, make sure the entries with the corresponding compartment values (should be Compartment 8 or 9 with TMO, 7 or 8 with stock) DO NOT say AdditionalRepository. So here's an example [UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1] See how the deck gun compartment was 8, and these crew slots are for 8? Need those to match up. Delete any "AdditionalRepository" you see. Whew. What you've just done is re-enabled your desired deck gun and slots. NOW you need to "cancel out" the opposing deck gun entries, in this case, the BOW deck gun. Find this Code:
[UserPlayerUnit 1.Compartment 9.WeaponSlot 1] ID=BowDeckGun NameDisplayable=Fore Deck Gun Mount Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkBunker=GunsAmmoBunker ExternalNodeName3D=M01 ExternalObjectName3D=NULL ExternalDamageZoneTypeID3D=-1 IDLinkWeaponLoaded=3in50calUS, NULL [UserPlayerUnit 1.Compartment 9.WeaponSlot 1.Weapon] ID=3in50calUS NameDisplayable=3"/50 Caliber Cannon WeaponInterval=1941-12-01, 1942-12-01 Delete that ENTIRE entry. It's about 15 lines. Now, scroll down some more until you see the Deck Gun Crew entries for *in this case* Compartment 9. Remember, you just need the compartment numbers to match, doesn't matter what they are. So for the corresponding crew for the deck gun you DON'T want, change the line from this [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1] to THIS [UserPlayerUnit 1.Compartment 9.CrewMemberSlotAdditionalRepository 1] Do this for each crew member entry. Alrighty. DAMN! Now you're good to go with your brand new (old) deck gun! Now, the model you see in the port upgrade interface STILL looks like it's displaying a bow deck gun, I don't know why that is. But I've tested this method, and I got both my 5inch gun AND crew slots back. And then I sank a destroyer with it ![]() I apologize for the mess. This post might be super cluttered and not very concise, but I hope in my rambling explanations MAYBE those a little less computer savvy might catch on a lil easier. I HOPE anyway. For anyone trying to change a Stern deck gun to Bow, follow this process but do it vice versa. If there's any questions I can probably help! Happy gunnin' ![]()
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U-36, "Cutlass"-- Stealing from the Brits and giving to Davy Jones since 1939. Last edited by The Renegade; 01-25-12 at 01:00 PM. |
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#3672 |
Medic
![]() Join Date: Jun 2009
Location: Blue Coral Sea
Posts: 168
Downloads: 305
Uploads: 0
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Nobody care the fog problem?
How to reduce the ratio of fog? |
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#3673 |
Watch
![]() Join Date: Dec 2008
Posts: 17
Downloads: 130
Uploads: 0
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Just hit control-N and it will change the weather to a clear day. You need to be looking through the scope or TBT to make it work.
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#3674 |
Navy Seal
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Ducimus, loving 2.5, actually playing without RSRD currently, change things up.One issue though is bow tubes and stern tubes are getting destroyed very easily(not showing up on the DC screen as destroyed though but when try to open, no sound and when fire it reports tubes are too damage to launch) did you change something? Also, the adjusted fuel is not allowing for the ahead standard cruise as in other versions.fuel burns fast at ahead standard.What would I need to do to change it back?
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#3675 |
Weps
![]() Join Date: May 2005
Posts: 369
Downloads: 16
Uploads: 0
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I noticed that as well......2/3rd's is the most fuel efficient setting....
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